Famitsu also estimated that the number of fans—those who served as spectators for the matches—rose by 42% to nearly 6.9 million people.
The projection ahead is for a steeper growth curve, with eSports revenues increasing by nearly 30% year-on-year until the middle of the decade.
In 2020, sponsorship fees and advertising expenses accounted for the largest proportion of esports industry revenues, accounting for over 67% of the total. However, broadcast rights are a segment that is showing strong growth.
Mainstream businesses and media have been showing more interest in esports of late.
One of the recent stories receiving significant attention is Tokyo Metro’s plan to open a gym facility for eSports next week (May 19) in Tokyo’s Kita Ward in cooperation with with Gecipe Inc., a Japanese company specializing in eSports education.
Source: GMB / Asia Gaming Brief